/* * Copyright (C) Volition, Inc. 1999. All rights reserved. * * All source code herein is the property of Volition, Inc. You may not sell * or otherwise commercially exploit the source or things you created based on the * source. * */ #ifndef __SUBSYS_DAMAGE_H__ #define __SUBSYS_DAMAGE_H__ ///////////////////////////////////////// // engines ///////////////////////////////////////// #define SHIP_MIN_ENGINES_FOR_FULL_SPEED 0.5f // % engine strength below which ships start slowing down #define SHIP_MIN_ENGINES_TO_WARP 0.3f // % engine strength required to engage warp #define ENGINE_MIN_STR 0.15f // if engines are below this level, still contribute this percent to total // (unless destroyed, then contribute none). ///////////////////////////////////////// // weapons ///////////////////////////////////////// #define SUBSYS_WEAPONS_STR_FIRE_OK 0.7f // 70% strength or better, weapons always fire #define SUBSYS_WEAPONS_STR_FIRE_FAIL 0.2f // below 20%, weapons will not fire ///////////////////////////////////////// // sensors - targeting ///////////////////////////////////////// #define SENSOR_STR_TARGET_NO_EFFECTS 0.3f // % strength of sensors at which no negative effects on targeting #define MIN_SENSOR_STR_TO_TARGET 0.2f // % strength of sensors at which targeting ceases // to function ///////////////////////////////////////// // sensors - radar ///////////////////////////////////////// #define SENSOR_STR_RADAR_NO_EFFECTS 0.4f // % strength of sensors at which no negative effects on radar #define MIN_SENSOR_STR_TO_RADAR 0.1f // % strength of sensors at which radar ceases to function extern bool Sensor_static_forced; // For forcing damaged radar effect by sexp - Mjn ///////////////////////////////////////// // communications ///////////////////////////////////////// #define MIN_COMM_STR_TO_MESSAGE 0.3f // % strength of communications at which player // is unable to use squadmate messaging #define COMM_DESTROYED 0 #define COMM_DAMAGED 1 #define COMM_SCRAMBLED 2 #define COMM_OK 3 ///////////////////////////////////////// // navigation ///////////////////////////////////////// #define SHIP_MIN_NAV_TO_WARP 0.3f // % navigation strength required to engage warp ///////////////////////////////////////// // shields ///////////////////////////////////////// #define MIN_SHIELDS_FOR_FULL_STRENGTH 0.5f // % shield subsystem strength below which shield becomes less effective #define MIN_SHIELDS_FOR_FULL_COVERAGE 0.3f // % shield subsystem strength below which shield starts flickering #endif